Three.js 3D rendering library for javascript #gamedev #game-engine #rendering #javascript

tstanev 5d1b7337a1 Allow DataTexture to be used as cube map. 11 years ago
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docs c695eb6cd2 Docs: MeshFaceMaterial does not extend Material. 11 years ago
editor eb7da5e218 Editor: Saving status. 11 years ago
examples 0a6535f825 Minor clean up. 11 years ago
src 5d1b7337a1 Allow DataTexture to be used as cube map. 11 years ago
test 99b7e5311a Fix coding style 11 years ago
utils fc65272574 3DSMax Exporter - Corrected specular export, support Phong 11 years ago
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CONTRIBUTING.md 4f903eab24 CONTRIBUTING: Smaller font size for message. 11 years ago
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README.md bb3c743e67 Changed README example to use WebGLRenderer. 11 years ago
bower.json cbb711950d r68 11 years ago

README.md

three.js

JavaScript 3D library

The aim of the project is to create a lightweight 3D library with a very low level of complexity — in other words, for dummies. The library provides <canvas>, <svg>, CSS3D and WebGL renderers.

ExamplesDocumentationMigratingHelp

Usage

Download the minified library and include it in your html. Alternatively see how to build the library yourself.

<script src="js/three.min.js"></script>

This code creates a scene, a camera, and a geometric cube, and it adds the cube to the scene. It then creates a <canvas> renderer for the scene and camera, and it adds that viewport to the document.body element. Finally it animates the cube within the scene for the camera.

<script>

	var scene, camera, renderer;
	var geometry, material, mesh;

	init();
	animate();

	function init() {

		scene = new THREE.Scene();
		
		camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 10000 );
		camera.position.z = 1000;

		geometry = new THREE.BoxGeometry( 200, 200, 200 );
		material = new THREE.MeshBasicMaterial( { color: 0xff0000, wireframe: true } );

		mesh = new THREE.Mesh( geometry, material );
		scene.add( mesh );

		renderer = new THREE.WebGLRenderer();
		renderer.setSize( window.innerWidth, window.innerHeight );

		document.body.appendChild( renderer.domElement );

	}

	function animate() {

		requestAnimationFrame( animate );

		mesh.rotation.x += 0.01;
		mesh.rotation.y += 0.02;

		renderer.render( scene, camera );

	}

</script>

If everything went well you should see this.

Change log

releases